OK. I tease you sometimes but I've had enough real discussions with you to give you a proper answer.
The rules structure discussed inherently gives the GM an authority over what a success 'means'. If I roll to persuade someone of something, and I succeed, and there are no degrees of success, then that person is persuaded. If there are partial successes, and one-hit successes, and two-hit successes, and critical-successes - well, what did my single or partial success mean? Are they persuaded? Are they persuaded temporarily, reluctantly, with a cost, with future very bad consequences, not as good as a critical success, what? It's all undefined and therefore open to GM interpretation.
This rules structure inherently prioritises the GM's interpretation over mine. It's a barrier to communication. Sometimes I might get a partial or a one-hit success and get everything I want, because it suits the GM's idea of what should happen. Sometimes I will get a partial or a one-hit success and get very little of what I want, because, well soviet, it's not a two-hit success is it, and what I want doesn't suit the GM's idea of what should happen.
This doesn't make it adversarial. All the people I play with are my good friends. But it does prioritise the GM's view over mine. It makes the GM a larger driver of the fiction than I am. Their views carry more weight than mine do. This is a very common way to play and there is nothing wrong with it. But it is not the only way to play. And doing something else does not have to come from a place of 'the tyrant GM is bullying the poor players'. It can come from a place of 'I as GM want players to have more say in this, so I do not want the power to interpret or finesse their dice rolls into the fiction. I want the rules to tell me clearly what happened'.